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    How Citizen Science Might Flourish in Virtual Worlds
    By Matthew T. Dearing | April 5th 2011 09:41 PM | 3 comments | Print | E-mail | Track Comments

    Last weekend, Dynamic Patterns Research attended a virtual presentation in Second Life. It wasn't an imaginary talk, but actually a very real discussion that included George Djorgovski, a top astrophysics from Caltech and the popular science writer from MSNBC, Alan Boyle. It was virtual in the sense that all attendees only had to travel to the closest computer connected to the Internet, log on to their Second Life account, virtually sit in the user-generated, 3D world, and listen and ask questions just as one might do when attending an "old-school" open lecture at a local university.

    The back of the head of Matthew T. Dearing's "avatar" in Second Life (it's waiting for the presentation to begin.)

    The presentation was about how science research and communication is finding its way into virtual interfaces, such as Second Life. They discussed how this approach is beginning to facilitate a new way for professional scientists to conduct their work. In many respects, scientific collaboration is already conducted virtually, as is a large percentage of all interpersonal communication these days through email and online collaboration and social tools. Any interaction not involving the direct, analog, face-to-face dialog could be considered "virtual." But, an interface like Second Life intends to be different and could be the next era of virtual interaction.

    VIRTUAL EDUCATION

    Education experiences from institutions of higher learning and life-long, informal learning centers, such as museum, are already underway in Second Life. For an extensive overview of hundreds of programs interacting now, the SimTech Second Life Education Wiki is a great starting point. In particular, the Exploratorium in San Francisco hosts a Second Life presence, and they recently held an in-world dance party for the Lunar Eclipse event on December 10, 2010. (So, it might not be clear that a dance party is wholly educational, but will assume it was used as a popular traffic generator to introduce users to the many impressive interactive exhibits that have been developed inside Second Life.)

    A nice crowd in Second Life for the event. Except everyone was still listening through a third-party radio streaming application.

    VIRTUALLY CLUNKING ALONG

    The interface of Second Life is still limited, however, but the potentialis certainly obvious. The graphical processing requirements are high, so my bearable laptop with Celeron 2.0 GHz, 2 GB RAM certainly chunked right along in SL, which did not offer a smooth, fluid virtual reality. There is audio capability within SL, but for some reason this particular virtual meeting required listing to the audio over a separate Internet radio-streaming system, through an alternate website. So, in this case, the Second Life interface really wasn't required at all to complete the virtual interaction of the presentation: we just needed to click in to the audio stream and interact via live online chat.. The visuals in SL were just clunky icing on the cake. But, again, the point here, is to present the possibility of where this sort of progress into virtual worlds that are readily accessible from home can go.

    VIRTUAL CITIZEN SCIENCE

    For citizen scientists, the Second Life interface can be an interesting advantage for future interaction. Groups of people can congregate in a designated Second Life space and discuss projects (as they could just do via email, any online chat system, discussion group platform, or social media interface). More significantly, however, citizen science groups can take advantage of SL by graphically presenting virtual reconstructions of projects, equipment, data analysis, photographs, graphical how-to instructions, and any other reporting of personal work done at home.

    In particular, the power of virtually reconstructing real world projects, devices, tools, and even data allows other users in Second Life to directly (er, virtually) interact with and manipulate these objects. For example, a citizen scientists might be building a piece of equipment in her garage and is having some difficulty with a certain design issue. She can construct the progress in Second Life and have others join in and virtually work with the device, collaborate, brainstorm, and innovate together to move the project forward. And, this is just a straightforward example of the possibilities, which are limited only by the imagination, creativity and excitement of sharing and collaborating with others from around the world.



    Comments

    You might like to read our free white paper "Virtual Worlds for Training and Education" - This white paper describes the variety of ways in which virtual worlds are being used for training and education. Case studies and metrics are presented, and the typical considerations for a virtual world training/education project described.

    go to www.daden.co.uk and click on the white papers link.

    Great article! And your point about gatherings to share views and demonstrations is excellent.

    Metanomics broadcasts from within Second Life via our broadcast partner, Treet.tv. We use ChatBridge to link the text of attendees at our Event Partner locations, so that we effectively gather a group of hundreds to watch the live media stream from the Metanomics Studio while they comment and ask questions via text.

    We also gather weekly (20-60 people) for the Metanomics Community Forum and encourage everyone to use voice or chat as they prefer, to participate in the discussion. For that event, we gather slides, photos, or demos and occasionally take field trips which are broadcast to our LiveStream channel for those unable to attend in Second Life. Our community is an inquisitive group and we focus on use cases of virtual worlds as well as technical developments in the platform.

    My point is that it is not as difficult as you portray to gather people and participate in an event. Metanomics supports broad interest in virtual worlds by offering other communities the chance to focus on the program as an opportunity for shared discussion. Voice is readily available, directional and an easy way to share conversation. Your program choose to use a web based audio stream but we use Second Life voice for Metanomics.

    The ability to rapidly prototype concepts and even integrate them with the web is an intriguing option and constant topic. Yes, the graphics are demanding for the basic business machine, but with minimal accommodation, groups can collaborate , and digital skills become second nature.

    Here's a case study done regarding Metanomics: http://bit.ly/MetanomicsCS-LL
    The Community Forum meets on Thursdays at 12pm PDT. Feel free to join us.
    There are hundreds if not thousands of projects moving forward, primarily because of access to these remarkable tools and spaces for meeting. Thanks for the nice coverage, and keep visiting.

    Citizen Science is thriving in the real virtual world too, sites like junponline.com allow amateurs and professionals to contribute and network for fun and to aid biodiversity studies and conservation efforts !